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Added check for driver's current vehicle when releasing from Stop waypoint in case the ped is not in a vehicle.

This commit is contained in:
Rich Dunne 2020-10-23 06:22:52 -06:00
parent 9ff7aabd9f
commit 0af97e2b2d

View file

@ -75,7 +75,10 @@ namespace SceneManager
//Logger.Log($"Unstucking {Vehicle.Model.Name}");
StoppedAtWaypoint = false;
Rage.Native.NativeFunction.Natives.x260BE8F09E326A20(Vehicle, 0f, 1, true);
Driver.Tasks.CruiseWithVehicle(5f);
if (Driver.CurrentVehicle)
{
Driver.Tasks.CruiseWithVehicle(5f);
}
}
Driver.Tasks.Clear();
@ -113,11 +116,11 @@ namespace SceneManager
{
if (CurrentWaypoint == null || Path == null)
{
Logger.Log($"CurrentWaypoint or Path are null");
Game.LogTrivial($"CurrentWaypoint or Path are null");
}
else if (CurrentWaypoint?.Number != Path?.Waypoints.Count)
{
Logger.Log($"Dismissed from waypoint.");
Game.LogTrivial($"Dismissed from waypoint.");
SkipWaypoint = true;
}
else if (CurrentWaypoint?.Number == Path?.Waypoints.Count)
@ -128,7 +131,7 @@ namespace SceneManager
void DismissFromPath()
{
Logger.Log($"Dismissing from path");
Game.LogTrivial($"Dismissing from path");
Dismissed = true;
// Check if the vehicle is near any of the path's collector waypoints
@ -146,7 +149,7 @@ namespace SceneManager
}
else
{
Logger.Log($"Nearest collector is null");
Game.LogTrivial($"Nearest collector is null");
}
if (!Vehicle || !Driver)
@ -157,7 +160,7 @@ namespace SceneManager
if (!Directed)
{
Path.CollectedVehicles.Remove(this);
Logger.Log($"{Vehicle.Model.Name} dismissed successfully.");
Game.LogTrivial($"{Vehicle.Model.Name} dismissed successfully.");
if (Driver)
{
if (Driver.GetAttachedBlip())